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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Firebird/

Firebird

Firebird

Small celestial, neutral good
  • Armor Class 16 (natural armor)
  • Hit Points 99 (18d6+36)
  • Speed 20 ft., fly 100 ft.
  • STR
    12 (+1)
  • DEX
    19 (+4)
  • CON
    14 (+2)
  • INT
    16 (+3)
  • WIS
    15 (+2)
  • CHA
    21 (+5)
  • Saving Throws Dex +6, Con +4, Int +5, Wis +4, Cha +7
  • Skills Acrobatics +6, Arcana +5, Insight +4, Medicine +4, Nature +5, Perception +7, Religion +5
  • Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities fire
  • Condition Immunities charmed, frightened, invisible
  • Senses truesight 60 ft., passive Perception 17
  • Languages Celestial, Common, Elvish, Primordial, Sylvan
  • Challenge 4 (1,100 XP)
  • Innate Spellcasting. the firebird's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:

    at will: guidance, purify food and drink, speak with animals

    3/day each: charm person, cure wounds (2d8 + 5), daylight, faerie fire, heat metal, hypnotic pattern, tongues

    1/day each: geas, heal, reincarnate
  • Light of the World. The firebird's feathers glow with a warm light. The creature sheds light as dim as a candle or as bright as a lantern. It always sheds light, and any feathers plucked from the creature continue to shed light as a torch.
  • Warming Presence. The firebird and any creatures within a 5-foot radius are immune to the effects of natural, environmental cold. Invited into a home or building, a firebird can expand this warming presence to its inhabitants no matter how close they are to the creature.

Actions

  • Multiattack. The firebird makes one bite attack and two claw attacks.
  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 4) piercing damage.
  • Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 4) slashing damage.
  • Blinding Ray (Recharge 5-6). The firebird can fire a burning ray of light from its tail feathers in a line 5 feet wide and up to 50 feet long. Targets in the line must succeed on a DC 15 Dexterity saving throw or take 24 (7d6) fire damage and become blinded for 1d4 rounds. A successful saving throw negates the blindness and reduces the damage by half.

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